My thoughts on returning to Distant Worlds
Posted: Fri Oct 06, 2023 2:30 pm
It’s been a while since I wrote on these forums and it’s been a bit nostalgic getting back into Distant Worlds. Distant Worlds has always been an incredible gem of a game, although one that needed a great deal of polish. Distant Worlds 2 has polished the original incredibly and I had very good first impressions when playing it.
Now that Distant Worlds 2 has become more stable, I’ve begun to play it more frequently. I first want to say that it’s impressive how many aspects have improved in DW2. From the UI to the way research works to AI improvements, there are really vast changes that are very noticeable, especially after spending some time to go back to the original to compare.
Having said that, though, there are a number of aspects that I actually feel have digressed from the original. There are also a couple that have done complete 180s to the original and are now a bit overextended in the opposite direction. To sum it up, I feel DW2 is three steps forward and one step backwards compared to the original DW.
Note that everything I am listing here was played on Chaos aggression and Extreme difficulty, both in the original DW and in DW2. I play with all DLCs for both games and, for DW, I play with Icemania’s AI mod for AI performance and behavior changes.
So, here is my list of issues that I’ve seen in the new DW2 (please bare with me on the length; I want to be thorough). First I’ll start with those that were better in the original Distant Worlds.
1. Lack of race uniqueness (AI behavior): Firstly, I’ve noticed that races have less characteristics than before. This is unfortunate and may be part of the reason for the following issues that I’ve seen in their behavior.
Although the races all have unique traits, as they do in the original series, I’ve noticed a very apparent change in how they act. Overall, races are extremely passive; in all the games of DW2 that I’ve played thus far, no one has ever declared war on me, even at times where they definitely should have. Also, races that would, in the original DW, have been very friendly from the start, are more neutral. Basically, all race behaviors seem to be very similar, and very passive, from what I’ve seen.
In my last game, playing as Ikkuro, I had borders with the Teekan, Dhayut and Mortalen. The Mortalen, surprisingly, asked me for a trade. Mortalen have always been unfriendly and aggressive, although cautious, so not reckless. I was very surprised they wanted to trade early on… usually they are hard friends to make. The Teekan were the next to ask, which was not surprising, although they weren’t as friendly as they would act in the original. The Dhayut, despite being “angry” with me and having an extremely huge military compared to me, didn’t declare war at all.
Compare that to the original DW, where race difference are very apparent. In my last game of playing DW again (I’ve been playing the original again as well), as the Zenox, I met the Acktarians, who befriended me and signed treaties with me fairly early on. Shortly afterwards, I met the Boskara who, almost immediately, declared war and sent a huge fleet in to completely decimate my homeworld. Basically, races that are more cautious and passive, act that way. Races that are aggressive and reckless act that way as well. Each race has a personality and acts in that manner.
Overall, in DW2, I just feel as if the races don’t act as much like their personalities would dictate. My guess is this is partly due to removing some of the characteristics that they have, which I’m a bit disappointed in. The other is they don’t seem to act on their characteristics as much.
2. Diplomatic relations too simple: In the original DW, there were many more factors that contributed to how an AI faction would perceive you.
Firstly, government and race relations were much larger factors. If both of these were both strongly positive, you could come out with an instant friend. If both negative, an instant enemy. This created very interesting dynamics between factions.
Next, there seemed to be more interesting mechanics affecting relations in DW. Nearby neighbors would start coveting your resources with time (although I think it was a bit excessive, it was still an interesting mechanic). Also, bases in other players territory would have a stronger effect. You typically would want to sell them to the other faction or risk a war breaking out.
Trade embargos would happen frequently with races that disliked you but weren’t as aggressive.
Just, overall, some interesting mechanics that I haven’t seen in DW2.
The only affect I’ve seen so far is a very small affect from a base in an enemy territory and then a, strangely, strongly negative affect from exploration ships in another territory… the latter makes no sense. A war armada in an enemy territory, I can understand, but exploration ships? And I’ll point out that, despite those large negatives, the aggressive Dhayut still didn’t not declare war.
3. Gifts too powerful: Gift giving should help improve relations so that a faction who is close to wanting to sign a treaty will do so. For those who want to prevent a war, it should help keep an enemy from declaring one (at least for a time being). In DW2, gift giving can literally turn an enemy into a friend quite easily; you can buy friends, more or less. It’s far too powerful. Between the frequency that you can give gifts (so that you can give a gift before the first one completely expires), to the fact that the positive factor is really powerful (since other diplomatic factors, such as race and government affects, have been made much lower compared to the original), to the fact that gift giving also gives a long term increase, you can literally turn a faction who dislikes you, and is moving towards a really negative stance, to one who really likes you and is willing to sign treaties with you. It really does not work well in it’s current state. I actually limit myself from using it much as I feel it’s an OP “ability” in it’s current form.
In addition, it’s far too easy to buy off independent colonies so that they are more than happy to sign treaties and, ultimately, let you settle them.
Both of these were handled much better in the original DW. For the former, gift giving would help but the other factors in that game were much stronger so that they didn’t make a huge difference, as they do in DW2. For the latter, I much preferred the way that independents were handled, where the race preferences for each other was what determined the chance of colonizing.
4. Economy, especially private, makes too much: The private economy makes far too much money in DW2. I believe this is due to an overall change in the economy, in general, as we make more money than in the original. Things cost much less in DW2, which makes the economic aspect a bit less challenging, especially playing on PreWarp. In addition, the private economy isn’t even dented by how many bases you build; you can freely build bases anywhere without even checking it. In the original, the economy was more tight and you had to at least pay attention to the private economy as you could overextend it if you were to buy too many bases or build too expensive bases.
5. Pirates are easier: Pirates in the original DW are freaking harsh! They can even become as powerful, if not more powerful, than a main faction! They can beat you down if you didn’t pay their protection and you’d have to be prepared. If you did pay it, they would very obviously grow in strength and, as they got bigger, you had to pay larger fees (I believe that is right; I’m assuming that’s why the protection fees go up).
In addition, and I’ll add that this is a really bad mechanic, pirates will sign non-aggression treaties with you after you pay them for long enough. This makes absolutely zero sense. Why would a pirate faction stop charging you for protection and just befriend you? Not only that, they never ask for more protection as they grow in size. I have also disallowed signing non-aggression treaties with pirates as I feel it’s another OP “ability.”
Basically, I really miss the pirates of the original.
6. PreWarp start doesn’t feel like PreWarp: I loved the PreWarp start in the original. You had a small main homeworld, with some basic tech, and then you had to build a few explorers and go out to discover the technology so you could actually research hyperdrives, which also took a lot to research. In addition, once you researched hyperdrives, pirates immediately came to “greet” you. As your colony was very small, you really had to manage your economy well and be careful of what you build. You also had to decide if you would tax your home world in order to get necessary funds or to bite the bullet to give your homeworld a big population boom to be better in the long run. There really was a feeling of starting off from nothing here.
In DW2, you don’t get that feeling at all. You can research hyperdrives from the start and your homeworld is already fairly large. You just have no techs at all, rather than basic techs. To me, it just feels like you’re starting with less tech. It doesn’t feel like you are a small faction just getting into space and have to find your way.
Now, there are also a couple factors which were changed drastically from the original and I feel went too far.
1. Spies not useful: Spies used to be all powerful and could do everything quite easily. Now, they are the oppositive (again, this is all on extreme difficulty that I’m comparing). Most of my spying ends in failure and, not only that, almost all failures end in capture. Now, I’m actually all for the decreased spy success; it was far too powerful in the original. However, the problem is that spy captures is far too frequent. I think I saw only one time where my spy failed but escaped. All other ones ended up in my spy being captured.
To make matters worse, almost every time that I buy my spy back, he becomes a double agent and is almost worthless.
So, the result being in that I use almost all of my agents for counterspying since the enemy agents will cause much havoc if I don’t.
This may be a difficulty level issue but, either way, I feel that spy capturing (not failure chance) should be reduced significantly. Spies should fail easily but only rarely get captured. In addition, captured spies should rarely get the double agent trait. In this way, if you pay the ransom for your spy, he’s still a capable spy to use.
2. Factions don’t value bases: In the original DW, buying a mining, resort, etc base in disputed territory was extremely expensive. So expensive to the point that there was no point in buying it. In DW2, it’s the opposite. They are extremely cheap. Even if the mining base is on a rare resource, the AI will sell it to you for pennies if it’s in your territory.
This should change. The AI needs to value it’s bases. Bases should be more expensive to trade. If they are on rare resources or really high level scenery / research areas, they should be extremely expensive to trade, to the point being you’d have to sell an arm and a leg in order to get the AI to sell it.
Finally, I will mention that stability seems to be an issue. Despite my top notch rig, I still get lag issues. Although, with the latest beta patches, that seems to have improved. I’m sure the performance issues will continue to be worked on.
Okay, that’s everything that I comes to mind. I hope that these ideas can be helpful for Eric and team (I’m assuming there is a larger team now).
I want to reiterate that there have been massive improvements in DW2 compared to DW. I’m stating these all simply as I hope they can be helpful.
For me personally, for the above reasons, DW is more immersive for me and I’m spending more time in that right now as my Distant Worlds itch has been renewed. My hope is that DW2 will continue to make improvements and really become a truly unique and incredible experience! Either way, I will continue to support Distant Worlds as it moves forward. It’s truly becoming the gem of a game that I hoped it would become way back from the time I bought the original game.
Now that Distant Worlds 2 has become more stable, I’ve begun to play it more frequently. I first want to say that it’s impressive how many aspects have improved in DW2. From the UI to the way research works to AI improvements, there are really vast changes that are very noticeable, especially after spending some time to go back to the original to compare.
Having said that, though, there are a number of aspects that I actually feel have digressed from the original. There are also a couple that have done complete 180s to the original and are now a bit overextended in the opposite direction. To sum it up, I feel DW2 is three steps forward and one step backwards compared to the original DW.
Note that everything I am listing here was played on Chaos aggression and Extreme difficulty, both in the original DW and in DW2. I play with all DLCs for both games and, for DW, I play with Icemania’s AI mod for AI performance and behavior changes.
So, here is my list of issues that I’ve seen in the new DW2 (please bare with me on the length; I want to be thorough). First I’ll start with those that were better in the original Distant Worlds.
1. Lack of race uniqueness (AI behavior): Firstly, I’ve noticed that races have less characteristics than before. This is unfortunate and may be part of the reason for the following issues that I’ve seen in their behavior.
Although the races all have unique traits, as they do in the original series, I’ve noticed a very apparent change in how they act. Overall, races are extremely passive; in all the games of DW2 that I’ve played thus far, no one has ever declared war on me, even at times where they definitely should have. Also, races that would, in the original DW, have been very friendly from the start, are more neutral. Basically, all race behaviors seem to be very similar, and very passive, from what I’ve seen.
In my last game, playing as Ikkuro, I had borders with the Teekan, Dhayut and Mortalen. The Mortalen, surprisingly, asked me for a trade. Mortalen have always been unfriendly and aggressive, although cautious, so not reckless. I was very surprised they wanted to trade early on… usually they are hard friends to make. The Teekan were the next to ask, which was not surprising, although they weren’t as friendly as they would act in the original. The Dhayut, despite being “angry” with me and having an extremely huge military compared to me, didn’t declare war at all.
Compare that to the original DW, where race difference are very apparent. In my last game of playing DW again (I’ve been playing the original again as well), as the Zenox, I met the Acktarians, who befriended me and signed treaties with me fairly early on. Shortly afterwards, I met the Boskara who, almost immediately, declared war and sent a huge fleet in to completely decimate my homeworld. Basically, races that are more cautious and passive, act that way. Races that are aggressive and reckless act that way as well. Each race has a personality and acts in that manner.
Overall, in DW2, I just feel as if the races don’t act as much like their personalities would dictate. My guess is this is partly due to removing some of the characteristics that they have, which I’m a bit disappointed in. The other is they don’t seem to act on their characteristics as much.
2. Diplomatic relations too simple: In the original DW, there were many more factors that contributed to how an AI faction would perceive you.
Firstly, government and race relations were much larger factors. If both of these were both strongly positive, you could come out with an instant friend. If both negative, an instant enemy. This created very interesting dynamics between factions.
Next, there seemed to be more interesting mechanics affecting relations in DW. Nearby neighbors would start coveting your resources with time (although I think it was a bit excessive, it was still an interesting mechanic). Also, bases in other players territory would have a stronger effect. You typically would want to sell them to the other faction or risk a war breaking out.
Trade embargos would happen frequently with races that disliked you but weren’t as aggressive.
Just, overall, some interesting mechanics that I haven’t seen in DW2.
The only affect I’ve seen so far is a very small affect from a base in an enemy territory and then a, strangely, strongly negative affect from exploration ships in another territory… the latter makes no sense. A war armada in an enemy territory, I can understand, but exploration ships? And I’ll point out that, despite those large negatives, the aggressive Dhayut still didn’t not declare war.
3. Gifts too powerful: Gift giving should help improve relations so that a faction who is close to wanting to sign a treaty will do so. For those who want to prevent a war, it should help keep an enemy from declaring one (at least for a time being). In DW2, gift giving can literally turn an enemy into a friend quite easily; you can buy friends, more or less. It’s far too powerful. Between the frequency that you can give gifts (so that you can give a gift before the first one completely expires), to the fact that the positive factor is really powerful (since other diplomatic factors, such as race and government affects, have been made much lower compared to the original), to the fact that gift giving also gives a long term increase, you can literally turn a faction who dislikes you, and is moving towards a really negative stance, to one who really likes you and is willing to sign treaties with you. It really does not work well in it’s current state. I actually limit myself from using it much as I feel it’s an OP “ability” in it’s current form.
In addition, it’s far too easy to buy off independent colonies so that they are more than happy to sign treaties and, ultimately, let you settle them.
Both of these were handled much better in the original DW. For the former, gift giving would help but the other factors in that game were much stronger so that they didn’t make a huge difference, as they do in DW2. For the latter, I much preferred the way that independents were handled, where the race preferences for each other was what determined the chance of colonizing.
4. Economy, especially private, makes too much: The private economy makes far too much money in DW2. I believe this is due to an overall change in the economy, in general, as we make more money than in the original. Things cost much less in DW2, which makes the economic aspect a bit less challenging, especially playing on PreWarp. In addition, the private economy isn’t even dented by how many bases you build; you can freely build bases anywhere without even checking it. In the original, the economy was more tight and you had to at least pay attention to the private economy as you could overextend it if you were to buy too many bases or build too expensive bases.
5. Pirates are easier: Pirates in the original DW are freaking harsh! They can even become as powerful, if not more powerful, than a main faction! They can beat you down if you didn’t pay their protection and you’d have to be prepared. If you did pay it, they would very obviously grow in strength and, as they got bigger, you had to pay larger fees (I believe that is right; I’m assuming that’s why the protection fees go up).
In addition, and I’ll add that this is a really bad mechanic, pirates will sign non-aggression treaties with you after you pay them for long enough. This makes absolutely zero sense. Why would a pirate faction stop charging you for protection and just befriend you? Not only that, they never ask for more protection as they grow in size. I have also disallowed signing non-aggression treaties with pirates as I feel it’s another OP “ability.”
Basically, I really miss the pirates of the original.
6. PreWarp start doesn’t feel like PreWarp: I loved the PreWarp start in the original. You had a small main homeworld, with some basic tech, and then you had to build a few explorers and go out to discover the technology so you could actually research hyperdrives, which also took a lot to research. In addition, once you researched hyperdrives, pirates immediately came to “greet” you. As your colony was very small, you really had to manage your economy well and be careful of what you build. You also had to decide if you would tax your home world in order to get necessary funds or to bite the bullet to give your homeworld a big population boom to be better in the long run. There really was a feeling of starting off from nothing here.
In DW2, you don’t get that feeling at all. You can research hyperdrives from the start and your homeworld is already fairly large. You just have no techs at all, rather than basic techs. To me, it just feels like you’re starting with less tech. It doesn’t feel like you are a small faction just getting into space and have to find your way.
Now, there are also a couple factors which were changed drastically from the original and I feel went too far.
1. Spies not useful: Spies used to be all powerful and could do everything quite easily. Now, they are the oppositive (again, this is all on extreme difficulty that I’m comparing). Most of my spying ends in failure and, not only that, almost all failures end in capture. Now, I’m actually all for the decreased spy success; it was far too powerful in the original. However, the problem is that spy captures is far too frequent. I think I saw only one time where my spy failed but escaped. All other ones ended up in my spy being captured.
To make matters worse, almost every time that I buy my spy back, he becomes a double agent and is almost worthless.
So, the result being in that I use almost all of my agents for counterspying since the enemy agents will cause much havoc if I don’t.
This may be a difficulty level issue but, either way, I feel that spy capturing (not failure chance) should be reduced significantly. Spies should fail easily but only rarely get captured. In addition, captured spies should rarely get the double agent trait. In this way, if you pay the ransom for your spy, he’s still a capable spy to use.
2. Factions don’t value bases: In the original DW, buying a mining, resort, etc base in disputed territory was extremely expensive. So expensive to the point that there was no point in buying it. In DW2, it’s the opposite. They are extremely cheap. Even if the mining base is on a rare resource, the AI will sell it to you for pennies if it’s in your territory.
This should change. The AI needs to value it’s bases. Bases should be more expensive to trade. If they are on rare resources or really high level scenery / research areas, they should be extremely expensive to trade, to the point being you’d have to sell an arm and a leg in order to get the AI to sell it.
Finally, I will mention that stability seems to be an issue. Despite my top notch rig, I still get lag issues. Although, with the latest beta patches, that seems to have improved. I’m sure the performance issues will continue to be worked on.
Okay, that’s everything that I comes to mind. I hope that these ideas can be helpful for Eric and team (I’m assuming there is a larger team now).
I want to reiterate that there have been massive improvements in DW2 compared to DW. I’m stating these all simply as I hope they can be helpful.
For me personally, for the above reasons, DW is more immersive for me and I’m spending more time in that right now as my Distant Worlds itch has been renewed. My hope is that DW2 will continue to make improvements and really become a truly unique and incredible experience! Either way, I will continue to support Distant Worlds as it moves forward. It’s truly becoming the gem of a game that I hoped it would become way back from the time I bought the original game.